Virtual reality simulation of a live-action sequence

ABSTRACT

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority to each of the following U.S.provisional patent applications, where each of the followingapplications is incorporated herein by reference in its entirety: U.S.Provisional Patent Application No. 62/678,227, filed on May 30, 2018;U.S. Provisional Patent Application No. 62/678,058, filed on May 30,2018; U.S. Provisional Patent Application No. 62/523,659, filed on Jun.22, 2017; U.S. Provisional Patent Application No. 62/523,664, filed onJun. 22, 2017; U.S. Provisional Patent Application No. 62/523,674, filedon Jun. 22, 2017; and U.S. Provisional Patent Application No.62/523,694, filed on Jun. 22, 2017.

TECHNICAL FIELD

The present disclosure generally relates to virtual reality simulation,and more specifically, in some implementations, to devices, systems, andmethods for virtual reality sports simulation.

BACKGROUND

Virtual reality simulation systems provide users with the perception ofbeing physically present in a virtual reality environment. Users mayinteract with the virtual reality environment using hardware thatprovides feedback to the users. Through such feedback, virtual realitysimulation systems may be used to simulate experiences such as sports.However, virtual reality simulations of sports have a limited capacityto provide a user with the realistic experience of live-action play ofthe sport being simulated. Thus, there remains a need for improvedvirtual reality simulation systems and techniques to provide a user witha more authentic experience.

SUMMARY

The present disclosure generally relates to virtual reality simulation,and more specifically, in some implementations, to devices, systems, andmethods for use in a virtual reality sports simulation. A system forvirtual reality simulation may include an accessory (e.g., one or moreof a bat, a glove, or a helmet) for interacting with a virtual realityenvironment. The accessory may provide the user with haptic feedbackthat emulates sensations that the user would experience when playing alive-action sport to provide the user with a more meaningful andrealistic experience when playing a virtual reality game. Further,virtual reality simulations disclosed herein may include incorporatingdata from a live-action event (e.g., a live-action sporting event) intoa virtual reality environment to provide a user with a realisticexperience.

In one aspect, a virtual reality simulation method disclosed herein mayinclude: generating a virtual reality environment including a virtualplayer in a setting; receiving projectile data indicative of movement ofa projectile launched by a player in a live-action sequence; based onthe projectile data, identifying a release point of the projectile bythe player in the live-action sequence; determining a motion of thevirtual player in the virtual reality environment based on theprojectile data and the release point; and, on a display of the virtualreality environment viewable by a user, displaying the virtual playermoving according to the motion and a graphical representation of theprojectile moving according to a temporal series of locations of theprojectile.

The release point may be included in the projectile data, andidentifying the release point may include reading the projectile data.Identifying the release point may include calculating the release pointbased on a trajectory of the projectile included in the projectile data.The projectile data may include a spin of the projectile. The spin maybe estimated from a trajectory and a speed of the projectile. The spinmay be estimated from contact between the projectile and a playingsurface. The method may further include altering a path of the graphicalrepresentation of the projectile in the virtual reality environment froma trajectory included in the projectile data based on one or morepredetermined parameters that differ between the live-action sequenceand the setting of the virtual reality environment. One or moreparameters may include at least one of a playing surface, weather, alighting condition, a physical attribute of the user, and a physicalattribute of the virtual player. Displaying the virtual player movingaccording to the motion may include presenting a first-person view ofthe virtual player on the display. The display may be a 2D display. Thedisplay may be a 3D display. Displaying the virtual player movingaccording to the motion may include presenting video data of the playerfrom the live-action sequence. Displaying the virtual player movingaccording to the motion may include presenting an avatar. The avatar maybe created using one or more of key-framing and motion capturetechniques. Determining the motion of the virtual player may includeselecting one of a plurality of motions stored in a database. One of theplurality of motions may be selected to most closely match attributes ofthe projectile data. The attributes of the projectile data may beweighted. The virtual reality environment may be configured for use in avirtual reality cricket simulation, where the projectile is a cricketball and the player in the live-action sequence is a bowler in a cricketmatch. The setting may include one or more of an infield, an outfield, aboundary, a sky, a stadium, a predetermined weather condition, and alighting condition. The live-action sequence may be occurring in nearreal time relative to operation of the virtual reality environment. Thelive-action sequence may be a recording of a completed sporting event.

In one aspect, a virtual reality simulation method disclosed herein mayinclude: generating a virtual reality environment including a virtualplayer in a setting; receiving projectile data indicative of movement ofa projectile launched by a player in a live-action sequence; based onthe projectile data, identifying a first trajectory of the projectile;manipulating the first trajectory using one or more parameters todetermine a second trajectory; and, on a display of the virtual realityenvironment viewable by a user, displaying a graphical representation ofthe projectile launched from the virtual player and moving according tothe second trajectory.

Manipulating the first trajectory may include adding a curvature to thefirst trajectory. The curvature may be based at least in part on a spinof the projectile. The curvature may be added by introducing a constantbi-directional drag force on the projectile. The constant bi-directionaldrag force may be based at least in part on one or more of spin, seamangle, velocity in a direction opposite to a drag vector, air density,cross-sectional area of the projectile, and drag force coefficients.Manipulating the first trajectory may include interpolating betweendifferent paths for the projectile created using one or more projectilemotion equations. Interpolating between different paths for theprojectile may include a cubic spline interpolation betweenthree-dimensional data points to generate third order polynomialequations to simulate a trajectory for the projectile inthree-dimensional space. The projectile data may include a release pointof the projectile, a release angle of the projectile, an initial speedof the projectile when released by the player, and at least one locationof the projectile downstream from the player. Manipulating the firsttrajectory may include changing a parameter of the projectile data. Theparameter may include one or more of a release point of the projectile,a release angle of the projectile, an initial speed of the projectilewhen released by the player, a location of the projectile downstreamfrom the player, and an effect of drag force on the projectile. Theparameter may be changed based on a difference between the live-actionsequence and the setting of the virtual reality environment. Thedifference between the live-action sequence and the setting of thevirtual reality environment may include one or more of a playingsurface, weather, a lighting condition, air density, a physicalattribute of a batsman, and a physical attribute of the virtual player.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other objects, features and advantages of the devices,systems, and methods described herein will be apparent from thefollowing description of particular embodiments thereof, as illustratedin the accompanying drawings. The drawings are not necessarily to scale,emphasis instead being placed upon illustrating the principles of thedevices, systems, and methods described herein.

FIG. 1 is a schematic representation of a system for virtual realitysimulation.

FIG. 2A is a schematic representation of a user of the system of FIG. 1during a virtual reality simulation, with the user shown in the physicalworld.

FIG. 2B is a schematic representation of a virtual reality environmentfor the virtual reality simulation of FIG. 2A.

FIG. 3A is a perspective view of a bat of the system of FIG. 1.

FIG. 3B is a perspective view of a cutaway of the bat of FIG. 3A.

FIG. 3C is a top view of the cross-section of the bat of FIG. 3A takenalong the line 3C-3C in FIG. 3A.

FIG. 4A is a perspective view of a glove of the system of FIG. 1.

FIG. 4B is an exploded view of the glove of FIG. 4A.

FIG. 5A is a perspective view a helmet of the system of FIG. 1, with adisplay of the helmet shown in a first position.

FIG. 5B is a perspective view of the helmet of FIG. 5A, with the displayof the helmet shown in a second position.

FIG. 5C is an exploded view of the helmet of FIGS. 5A and 5B.

FIG. 6 is a schematic representation of pads of the system of FIG. 1.

FIG. 7 is a flow chart of an exemplary method of operating a virtualreality game.

FIG. 8 is a flow chart of an exemplary method of virtual realitysimulation.

FIG. 9 is a top view of a cross-section of a bat.

DETAILED DESCRIPTION

Embodiments will now be described with reference to the accompanyingfigures. The foregoing may, however, be embodied in many different formsand should not be construed as limited to the illustrated embodimentsset forth herein.

All documents mentioned herein are hereby incorporated by reference intheir entirety. References to items in the singular should be understoodto include items in the plural, and vice versa, unless explicitly statedotherwise or clear from the text. Grammatical conjunctions are intendedto express any and all disjunctive and conjunctive combinations ofconjoined clauses, sentences, words, and the like, unless otherwisestated or clear from the context. Thus, for example, the term “or”should generally be understood to mean “and/or.”

Recitation of ranges of values herein are not intended to be limiting,referring instead individually to any and all values falling within therange, unless otherwise indicated herein, and each separate value withinsuch a range is incorporated into the specification as if it wereindividually recited herein. The words “about,” “approximately” or thelike, when accompanying a numerical value, are to be construed asindicating a deviation as would be appreciated by one of ordinary skillin the art to operate satisfactorily for an intended purpose. Similarly,words of approximation such as “approximately” or “substantially” whenused in reference to physical characteristics, should be understood tocontemplate a range of deviations that would be appreciated by one ofordinary skill in the art to operate satisfactorily for a correspondinguse, function, purpose, or the like. Ranges of values and/or numericvalues are provided herein as examples only, and do not constitute alimitation on the scope of the described embodiments. Where ranges ofvalues are provided, they are also intended to include each value withinthe range as if set forth individually, unless expressly stated to thecontrary. The use of any and all examples, or exemplary language(“e.g.,” “such as,” or the like) provided herein, is intended merely tobetter illuminate the embodiments and does not pose a limitation on thescope of the embodiments. No language in the specification should beconstrued as indicating any unclaimed element as essential to thepractice of the embodiments.

In the following description, it is understood that terms such as“first,” “second,” “top,” “bottom,” “upper,” “lower,” and the like, arewords of convenience and are not to be construed as limiting terms.

Described herein are devices, systems, and methods for virtual realitysimulations in which a user may use one or more accessories tracked in aphysical space to interact with a virtual reality environment. As usedherein, a “virtual reality environment,” shall be understood to includea simulated environment experienced by a user through one or morecomputer-generated sensory stimuli (e.g., sights, sounds, forces, andcombinations thereof) and in which the user's reaction, in a physicalspace, to such sensory stimuli may result in changes in the simulatedenvironment. In general, unless otherwise specified or made clear fromthe context, virtual reality environments may include any of variousdifferent levels of immersion for a user, ranging from completeimmersion in computer-generated sensory stimuli to augmented realityenvironments including both virtual and real-world objects. As usedherein, the terms “real-world,” “physical world,” “physical space,” andvariations thereof generally refer to a physical setting separate fromcomputer-generated stimuli. Thus, for example, a physical space mayinclude the three-dimensional space occupied by, or in the vicinity of,a user playing a virtual reality game or, further or instead, mayinclude real-world events that occur in physical reality (e.g., apartfrom computer-generated stimuli associated with the virtual realityenvironment).

In general, the devices, systems, and methods of the present disclosuremay be used to provide virtual reality simulations associated with avariety of different implementations in which real-world data of amoving object forms a basis of a graphical representation of the movingobject in a virtual reality environment, and the user may interact withthe graphical representation of the moving object in the virtual realityenvironment. In the disclosure that follows, these devices, systems, andmethods are described with respect to virtual reality simulations of thesport of cricket, which has dynamic aspects that serve as usefulcontexts for describing challenges addressed by the devices, systems,and methods of the present disclosure. For example, cricket bowlingtechniques may exhibit greater variation as compared to a sport likebaseball and, as described in greater detail below, implementationsdescribed herein may facilitate simulating such variations in a virtualreality environment. Thus, as described in greater detail below, certainimplementations may be used to simulate a variety of bowlers and bowlingtechniques implemented in cricket, as well as bowlers of differentquality, skill, physical abilities, and so on. Additionally, oralternatively, certain implementations may be used to simulate a varietyof settings for playing cricket, where such settings may have an effecton cricket play.

The use of cricket in the description that follows should be understoodto be by way of example and not limitation. That is, unless otherwisespecified or made clear from the context, it will be understood that thedevices, systems, and methods described herein may be applicable tovirtual reality simulations of other sports, games, and activities, ormore generally to any other type of simulation. Thus, unless a contraryintent is indicated or clear from the context, the devices, systems, andmethods of the present disclosure may be used for virtual realitysimulation of other sports such as baseball, softball, Wiffle® ball,fencing, tennis, badminton, squash, racquetball, soccer, table tennis,and so on. Further or instead, the devices, systems, and methods of thepresent disclosure may be used for virtual reality simulation in othergaming aspects such as first-person combat (e.g., fighting or shooting)games. Still further, or instead, the devices, systems, and methods ofthe present disclosure may be used for virtual reality simulation in anyof various different training contexts, such as medical training inwhich the user may carry out a simulated medical procedure in thevirtual reality simulation.

In certain implementations, virtual reality simulations described hereinmay be based on data from one or more live-action sequences. Forexample, data from a live-action sequence may be incorporated (e.g., ina raw form or in a manipulated form) into a virtual reality simulationin a virtual reality environment, where a user may experience situationsthat are based at least in part on (e.g., closely resembling) situationsthat are occurring, or that have occurred, in the live-action sequence.

As used herein, unless otherwise specified or made clear from thecontext, the term “live-action sequence” or variations thereof shallrefer to any of various different combinations of movements, physicalactions, or circumstances occurring in the physical world. In someinstances, such live-action sequences may be temporally coupled to avirtual reality simulation, occurring substantially simultaneously(e.g., within a few seconds or minutes) or in near real time (e.g.,within less than a few seconds) relative to corresponding activity in avirtual reality simulation. Further, or instead, such live-actionsequences may be temporally decoupled from a virtual reality simulation,such as may be useful for providing the virtual reality simulation to auser “on-demand.” In the context of the use of data from a live-actionsequence of a sporting event, as described herein, the data maycorrespond to at least a portion of a non-simulated sporting event thatis occurring, or that has occurred, in the physical world. This mayinclude, for example, data recorded from a sporting event (e.g., throughvideo recording, still-frame images, motion sensors, or a combinationthereof).

It will thus be understood that the user(s) of devices, systems, andmethods disclosed herein may include a human user seeking an immersivesimulated experience (e.g., in a virtual reality sports simulation).This may include a user looking to experience a simulated activitywithout performing the activity in the physical world, e.g., because oflack of access to the activity or a parameter thereof (e.g., lack of aproper setting, lack of equipment, lack of requisite participants, andso on), or to mitigate the risk associated with the activity inquestion. The user may also or instead include a person interested intraining or otherwise practicing or improving their skills for aparticular simulated activity. In the context of sports, the user mayinclude a person with varying skill levels or experience, e.g., a child,an adult, an amateur, a professional, and so on.

Referring now to FIG. 1, a system 100 may include one or moreaccessories 110, a computing device 120, a database 130, and a contentsource 140 in communication with one another (e.g., hardwired to oneanother, in wireless communication with one another, interconnected withone another over a data network 102, or a combination thereof). Thecontent source 140 may include data 142 from a live action sequence 150.The database 130 may store the data 142 and, further or instead, othercontent useful for forming a virtual reality simulation. In use, theuser 101 may interact with the system 100 through the accessories 110(e.g., by wearing or wielding one or more of the accessories 110) tointeract with a virtual reality environment provided by the computingdevice 120. For example, and as described in greater detail below, theaccessories 110 may include one or more haptic devices to provide, tothe user 101, force feedback emulating a real-world sensation that theuser 101 would experience when playing a live-action sport correspondingto the type of simulated event. In this manner, the system 100 maycreate a relatively realistic experience for the user 101 of the system100. For example, in the context of virtual reality sports simulation,the system 100 may create, for the user 101, an experience that moreclosely corresponds to the experience of playing a sport in the physicalworld. Further, and as described in greater detail herein, the system100 may incorporate data 142 from the live action sequence 150 into thevirtual reality environment, so that the user 101 may experiencesituations based at least in part on sequences from the live-actionsequence 150.

As described herein, the system 100 may facilitate virtual realitysimulation, and more specifically, in some implementations, virtualreality sports simulation. As discussed above, an example of a sportthat may benefit from virtual reality sports simulation facilitated bythe system 100 is the sport of cricket. To this end, one or more of theaccessories 110 described herein may correspond to accessories typicallyused when playing cricket. For example, the accessories 110 may includeone or more of a bat 300 (see, e.g., FIGS. 3A, 3B and 3C), one or moregloves 400 (see, e.g., FIGS. 4A and 4B), a helmet 500 (see, e.g., FIGS.5A-5C), and one or more pads 600 (see, e.g., FIG. 6). It will beunderstood, however, that other accessories (e.g., specific to othersports or activities) are also or instead possible. It will be furtherunderstood that, unless otherwise indicated or made clear from thecontext, attributes of a particular instance of the accessories 110discussed herein may also or instead be included on another, differentinstance of the accessories 110 discussed herein.

Referring now to FIGS. 2A and 2B, the user 101 in a physical space 200may use the system 100 (FIG. 1) to interact with a virtual realityenvironment 202 as part of a virtual reality cricket simulation. Forexample, the user 101 may interact with the system 100 (FIG. 1) in arelatively controlled environment, such as at home, in a trainingfacility (e.g., a sports training facility such as a batting cage), in agaming facility (e.g., an arcade), and so on. For such a virtual realitysimulation to become an immersive, realistic experience for the user101, the user 101 may interact with one or more of the accessories 110described above to receive haptic or other sensory feedback associatedwith the simulated sequence.

As shown in FIG. 2B, the virtual reality environment 202 may include asetting 204 simulated to resemble an environment corresponding to aparticular activity. For example, in the context of a virtual realitycricket simulation, the setting 204 may include one or more of aninfield, an outfield, a boundary, a sky, a stadium, a lighting condition(e.g., whether it is daytime or nighttime), and a weather condition.Further, the virtual reality environment 202 may include virtualrepresentations (e.g., simulations) of participants in a simulatedactivity. That is, a user 101 may view simulations of a playing field, abowler, fielders, as well as other aspects of live play of the sport ofcricket. For example, the virtual reality environment 202 may includeone or more virtual players, such as a first virtual player 206representing a cricketer that is batting (the batsman) and a secondvirtual player 208 representing a cricketer that is bowling to thebatsmen (the bowler). It will be understood that more or fewer virtualplayers may be represented in the virtual reality environment 202.Further, or instead, one or more of the virtual players may be a virtualrepresentation (e.g., a first-person virtual representation) of the user101 (FIG. 2A). Alternatively, or additionally, the user 101 may berepresented by another component or object of the virtual realityenvironment 202 (e.g., human or non-human, animate or inanimate). Incertain instances, the user 101 may not be specifically representedwithin the virtual reality environment 202. In the example shown in FIG.2B, the user 101 is represented within the virtual reality environment202 as the first virtual player 206, and is represented as a batsman.

Referring now to FIGS. 1, 2A, and 2B, the system 100 may provide theuser 101 with a three-dimensional, panoramic view including, forexample, a first-person view of a bowler and a surrounding environment,where the surrounding environment may include one or more elements foundin a game setting (e.g., a stadium). As described in greater detailbelow, the second virtual reality player 208 may be a simulation of areal-world bowler, with movements of the second virtual reality player208 created by at least partially replicating real-life movements of abowler from stored video of past bowling performances. For example, thesecond virtual reality player 208 may be a digitized avatar of a genericbowler, with simulated movements of the second virtual reality player208 created by animating body joints of the avatar using techniques suchas key-framing, motion capture, or a combination thereof.

To facilitate forming simulations described herein as immersive,realistic experiences for a user 101, it may be useful to provide theuser 101 with relatively realistic force feedback corresponding toforces associated with the real-world activity being simulated. Asdescribed in greater detail below, such force feedback may be providedthrough one or more of the accessories 110. By way of example, whenstriking a bowled ball 210 in the virtual reality environment 202, thebat 300 wielded by the user 101 in the physical space 200 may providethe user 101 with the feeling of impacting the bowled ball 210, as ifthe impact occurred in the physical space 200. Continuing with thisexample, movement of one or more solenoids included in the bat 300, asdescribed in further detail below, may transmit forces to hands of theuser 101 gripping the bat 300. By way of further or alternative example,the system 100 may advantageously provide the user 101 with a physicalstimulus in the physical space 200 when the user 101 is struck by abowled ball 210 in the virtual reality environment 202. In certainimplementations, it may be advantageous for the user 101 to experiencethe potential for being hit with a ball in the virtual realityenvironment 202. Thus, for example, the display 112 of the system 100may represent hands or other portion of the body of the user 101 as theuser 101 bats in the virtual reality environment 202, with therepresentations of one or more body parts of the user 101 in the virtualreality environment 202 providing the user 101 with a more realisticsensation of the potential for being struck (e.g., a user 101 may view arepresentation of one or more of their hands, head or helmet 500, handsor gloves 400, and so on). To facilitate presenting these and otherrealistic experiences to the user 101, the system 100 may generallyinclude software, hardware, and accessories 110 operable in coordinationwith one another according to any one or more of the various differenttechniques described herein.

Additionally, or alternatively, the veracity of simulations describedherein may benefit from including, in the virtual reality environment202, one or more attributes mimicking the effects of the same attributesin the physical world. For example, in the context of cricket, certainbowlers may release a cricket ball such that the ball curves as the ballmoves through the air—this is commonly referred to as “swing” incricket—and the setting of the cricket match may affect this movement.By way of example, on a humid or cloudy day, a bowled ball 210 may bemore likely to swing. These conditions may be commonly found incooler-climates, such as the climates of England and New Zealand, andcertain implementations described herein may be used to simulate suchsettings within the virtual reality environment 202. Further, certainimplementations may to simulate a variety of conditions of a playingsurface (referred to as the “pitch” in cricket). For example, a majorityof balls in cricket hit the pitch before reaching the batsman, and thusthe conditions of the pitch may play a significant role in the result ofa bowled ball 210. For example, when a bowled ball 210 hits the pitch,the seam of the ball may react with the ground and create what iscommonly referred to as “movement off the seam.” By way of example,greener pitches (playing surfaces between a batsman and a bowler thatinclude grass) or relatively damp pitches may increase the likelihood ofcreating such movement off the seam. Relatively drier pitches, such asthose typically found in India and Pakistan, may be more amenable tocreating movement of a bowled ball 210 using spin, with bowlers usingthis technique commonly referred to as “spin bowlers.” In general, thesystem 100 may simulate one or more of the aforementioned conditions(and one or more other conditions or parameters) in the virtual realityenvironment 202 to achieve an immersive, realistic experience for theuser 101.

Having provided an overall context for the system 100 and its use forvirtual reality simulation, various aspects of the system 100 andtechniques for forming immersive and useful virtual reality simulationsusing the system 100 will now be described. The description that followsis divided into sections describing hardware of the system 100 usefulfor forming the virtual reality environment 202 (I. HARDWARE),accessories useful for facilitating interaction between the user 101 andaspects of the virtual reality environment 202 (II. ACCESSORIES), andvirtual reality simulations formed using the system 100 (III.SIMULATIONS). In general, it should be appreciated that these sectionsare presented for the sake of clarity of explanation and, unlessotherwise specified or made clear from the context, these sectionsshould not be considered to be limiting.

I. Hardware

As discussed above, the components of the system 100 shown for examplein FIG. 1 may be connected to one another over a data network 102. Thedata network 102 may include any network(s) or internetwork(s) suitablefor communicating data and control information among portions of thesystem 100. This may include public networks such as the Internet,private networks, telecommunications networks such as the PublicSwitched Telephone Network or cellular networks using third generation(e.g., 3G or IMT-2000), fourth generation (e.g., LTE (E-UTRA)) orWiMAX-Advanced (IEEE 802.16m) and/or other technologies, as well as anyof a variety of corporate area or local area networks and otherswitches, routers, hubs, gateways, and the like that might be used tocarry data among portions of the system 100. The data network 102 maythus include wired or wireless networks, or any combination thereof. Oneskilled in the art will also recognize that the components shown in thesystem 100 need not be connected by a data network 102, and thus maywork in conjunction with one another, independently of the data network102.

Communication over the data network 102, or other communication betweencomponents of the system 100, may be facilitated via one or moreinstances of a communications interface 106. The communicationsinterface 106 may include, or may be connected in a communicatingrelationship with, a network interface or the like. The communicationsinterface 106 may include any combination of hardware and softwaresuitable for coupling the components of the system 100 to a remotedevice (e.g., a computing device 120) in a communicating relationshipthrough a data network 102. By way of example and not limitation, thismay include electronics for a wired or wireless Ethernet connectionoperating according to the IEEE 802.11 standard (or any variationthereof), or any other short or long-range wireless networkingcomponents. This may include hardware for short-range datacommunications such as Bluetooth or an infrared transceiver, which maybe used to couple into a local area network or the like that is in turncoupled to a data network 102 such as the Internet. This may also orinstead include hardware/software for a WiMAX connection or a cellularnetwork connection (using, e.g., CDMA, GSM, LTE, or any other suitableprotocol or combination of protocols). Additionally, or alternatively, acontroller 150 may control participation by the components of the system100 in any network to which the communications interface 106 isconnected, such as by autonomously connecting to the data network 102 toretrieve status updates and the like.

In general, the display 112 may provide the user 101 with a visualrepresentation (e.g., using one or more graphical representations orcomputer-rendered scenes) of the virtual reality environment 202. Thedisplay 112 may present to the user 101 one or more of still images,video data, or a combination thereof. To this end, the display 112 mayinclude one or more of a two-dimensional display or a three-dimensionaldisplay. In some aspects, the display 112 may present a first-personview of a virtual representation of the user 101 to the user 101. Incertain implementations, the display 112 may be associated with one ormore of the accessories 110, such as the helmet 500 (see, e.g., FIGS.5A-5C) worn by the user 101 during a simulation and described in greaterdetail below. In some implementations, at least a portion of the display112 is included on, or forms part of, another component of the system100, such as the computing device 120.

The computing device 120 may include, or otherwise be in communicationwith, a processor 122 and a memory 124. While the computing device 120may be integrally formed in some instances, it should be appreciatedthat the computing device 120 may be advantageously distributed (e.g.,with the processor 122 and the memory 124 supported on differentportions of the system 100) in some applications. In general, theprocessor 122 may process the data 142 received from the content source140 and, additionally or alternatively, the memory 124 may store thedata 142 in any one or more of various different forms (e.g., raw,processed, or a combination thereof). The computing device 120 may alsoor instead be used to control one or more components of the system 100,and it will thus be understood that aspects of one or more instances ofa controllers 150 described herein may also or instead apply to thecomputing device 120 and vice-versa.

In general, the computing device 120 may include any devices within thesystem 100 to manage, monitor, communicate with, or otherwise interactwith other components in the system 100. This may include desktopcomputers, laptop computers, network computers, gaming systems ordevices, tablets, smartphones, wearable devices, or any other devicethat can participate in the system 100 as contemplated herein. In animplementation, the computing device 120 (or a component thereof, e.g.,the processor 122 or the memory 124) is integral with another componentin the system 100 (e.g., the controller 150 or the accessories 110).

In some aspects, the computing device 120 may include a user interface.The user interface may include a graphical user interface, a text orcommand line interface, a voice-controlled interface, and/or agesture-based interface. In implementations, the user interface maycontrol operation of one or more of the components of the system 100, aswell as provide access to and communication with one or more of thecomponents of the system 100.

The database 130 may include any one or more of various different typesof databases known in the art, including data stores, data repositories,or other memory devices or systems as well as combinations of theforegoing. In some implementations, the memory 124 of the computingdevice may act as the database 130, or vice-versa. In general, thedatabase 130 may store the data 142 in a raw or processed format. Inaddition to, or instead of, raw or processed forms of the data 142 fromthe content source 140 or a live-action sequence 150 as described below,the data 142 may include instructions for controlling one or morecomponents of the system 100, such as computer code, external orthird-party information processed or manipulated for use in a virtualreality simulation program (e.g., by the computing device 120), orcombinations thereof.

As stated above, the content source 140 may include data 142 receivedfrom a live-action sequence 150. The live-action sequence 150 mayinclude circumstances occurring in the physical world, such as a portionof a non-simulated sporting event that is occurring, or that hasoccurred, in the physical world. In this manner, data 142 from thelive-action sequence 150 may include projectile data indicative ofmovement of a projectile launched by a player in the live-actionsequence 150. Specifically, the data 142 may include informationregarding a cricket ball in a cricket match such as locationinformation, temporal information, spin information, speed information,or any one or more other types of information useful for presenting atrajectory of the cricket ball in the virtual environment 202. In someimplementations, the data 142 may be suitable for inclusion in a virtualreality simulation program in a raw form (e.g., without furtherprocessing by the computing device 106). Alternatively, or additionally,the data 142 may be processed and/or manipulated before it is used aspart of a virtual reality simulation or otherwise used in coordinationwith one or more components of the system 100 to carry out a virtualreality simulation. In some implementations, the data 142 is derivedfrom recorded information from a sporting event, where the informationis typically used by umpires/referees, broadcasters, coaches, players,and the like, to track the path or expected path of a ball to aid inmaking, challenging, or analyzing rulings on the field of play. Forexample, in the context of cricket, the data 142 may include informationtypically used to determine where a cricket ball would have struck if abatsman were not in the path of the ball. This data 142 may represent,in some instances, a starting-point for manipulation and incorporationinto a system 100 as part of a virtual reality simulation.

The data 142 may be collected, stored, processed, or otherwise generallyincluded on the content source 140. In some instances, the contentsource 140 may include a server with a memory storing the data 142,where such a server may provide an interface such as a web-based userinterface for use of the data 142. The content source 140 may thusinclude a third-party resource.

The controller 150 may be electronically coupled (e.g., wired orwirelessly) in a communicating relationship with one or more of theother components of the system 100 and operable to control one or moreof the other components of the system 150. In some aspects, thecontroller 150 may be part of another component of the system 150 (e.g.,the computing device 120 or one or more of the accessories 110).Further, although one instance of the controller 150 is shown in FIG. 1,it will be understood that one or more different components of thesystem 100 may each include a respective instance of the controller 150,which may function independently or in a coordinated manner with one ormore other components of the system 100 (e.g., with other instances ofthe controller 150). In general, the controller 150 may include, orotherwise be in communication with, an instance of the processor 122 andan instance of the memory 124, such as those shown in the figure asincluded on the computing device 120.

The controller 150 may include any combination of software andprocessing circuitry suitable for controlling the various components ofthe system 100 described herein including without limitation processors122, microprocessors, microcontrollers, application-specific integratedcircuits, programmable gate arrays, and any other digital and/or analogcomponents, as well as combinations of the foregoing, along with inputsand outputs for transceiving control signals, drive signals, powersignals, sensor signals, and the like. In certain implementations, thecontroller 150 may include processing circuitry with sufficientcomputational power to provide related functions such as executing anoperating system, providing a graphical user interface (e.g., to thedisplay 112), to set and provide rules and instructions for operation ofa component of the system 100, to convert sensed information intoinstructions, and to operate a web server or otherwise host remoteoperators and/or activity through a communications interface 106 or thelike. In certain implementations, the controller 150 may include aprinted circuit board, an Arduino controller or similar, a Raspberry Picontroller or the like, a prototyping board, or other computer relatedcomponents.

The processor 122 may include an onboard processor for one or more ofthe computing device 120 and the controller 150. The processor 122 maybe any as described herein or otherwise known in the art. In animplementation, the processor 122 is included on, or is in communicationwith, a server that hosts an application for operating and controllingthe system 100.

The memory 124 may be any as described herein or otherwise known in theart. The memory 124 may contain computer code and may store data 142such as sequences of actuation or movement of one or more of theaccessories 110 or other hardware of the system 100. The memory 124 maycontain computer-executable code stored thereon that providesinstructions for the processor 122 for implementation in the system 100,for example, for controlling one or more components in the system 100.Thus, the memory 124 may include a non-transitory computer readablemedium having stored thereon computer executable instructions forcausing the processor 122 to carry out any one or more of the methodsdescribed herein such as to carry out all or a portion of a virtualsimulation.

II. Accessories

Having provided an overall context for a system 100 for virtual realitysimulation, various implementations of the accessories 110 will now bedescribed. Unless otherwise specified, or made clear from the context,it will be generally understood that each of the accessories 110 may beused as part of the system 100 to carry out various different aspects ofthe virtual reality simulations described herein. As described ingreater detail below, the accessories 110 may be used for improving anexperience of virtual reality simulation, particularly in the context ofvirtual reality sports simulation.

Referring now to FIGS. 3A, 3B, and 3C, as described herein, an accessoryfor use in a virtual reality simulation system or a virtual reality gamemay include a bat 300. Although this accessory is described herein as abat 300 (and more specifically as a cricket bat), it will be understoodthat this accessory may also or instead include another device for avirtual reality simulation system where features thereof (e.g.,components that facilitate haptic feedback) may be advantageous ordesired. For example, the features of the bat 300 described herein maybe included as part of an accessory including or representing a weapon(e.g., a sword), a baton, a stick, a club, and so forth. Similarly,although the bat 300 is described herein as providing haptic feedback tosimulate contact with a projectile such as a ball (e.g., a cricketball), the haptic feedback may also or instead simulate contact withother objects, projectiles, or otherwise, whether static or moving.

The bat 300 may include a housing 310 having a handle 312 and a body 314extending from the handle 312, a tracking device 320, one or moresolenoids 330 disposed within the housing 310, and a controller 350.

The bat 300 may be wielded by a user 101 in the physical world while theuser 101 is participating in a virtual reality simulation. In use, andwhen held by the user 101, the bat 300 may simulate impact caused by aprojectile striking the bat 300 (and vice-versa) without the bat 300 inthe physical world ever striking such a projectile (e.g., the bat 300may simulate the impact of a cricket bat striking a cricket ball duringplay in the physical world). The simulated impact may be providedthrough actuation of one or more of the solenoids 330, which in turn maycause the bat 300 to vibrate as a form of haptic feedback for a user 101holding the bat 300. The haptic feedback provided by the bat 300 to theuser 101 may vary based on a physical parameter of the bat 300 (such asthe shape of the bat 300, the size of the bat 300, and the material ofthe bat 300), and/or a parameter of a contact event that occurs within avirtual reality environment 202. The contact event may include contactbetween virtual representations of the bat 300 and a projectile (e.g., avirtual representation of a cricket ball) within the virtual realityenvironment 202. In this manner, the haptic feedback provided by the bat300 to the user 101 may represent one or more different simulatedcontact scenarios based on, for example, the location where a virtualrepresentation of the bat 300 made contact with the virtualrepresentation of a projectile, or other factors related to a contactevent such as a speed of the virtual representation of the projectile,spin of the virtual representation of the projectile, speed of the bat300 being swung by the user 101 (or a relationship between the speed ofthe bat 300 in physical world to the speed of the bat 300 in the virtualreality environment 202), an angle of the bat 300 being swung by theuser 101 (or a relationship between the angle of the bat 300 in physicalworld to the angle of the bat 300 in the virtual reality environment202), exit speed or exit angle of the virtual representation of theprojectile after contact with the virtual representation of the bat 300,and so forth.

The bat 300 may generally include a size and shape that substantiallyresembles a typical cricket bat. For example, and as discussed above,the housing 310 may have a handle 312 and a body 314 extending from thehandle 312, where the handle 312 is sized and shaped for holding by theuser 101 and where the body 314 includes one or more surfaces configuredfor striking a projectile (e.g., a cricket ball). Specifically, the bat300 may include a first end 301 having the handle 312, a second end 302disposed away from the handle 312, a first surface 315 bounded by a topedge 316 and a bottom edge 317, and a second surface 318 disposedopposite the first surface 318. In some instances, the first surface 315may include a face 319 structurally configured to contact a cricket balland the second surface 318 may include one or more of a bulge, a swell,and a spline, where one or more of these features may be found ontypical cricket bats.

The housing 310 may be made of similar materials relative to a typicalcricket bat. For example, the housing 310 may be made of one or more ofcarbon fiber and fiberglass. The housing 310 may also or instead includewood or a composite material that resembles wood in one or more ofappearance, feel, weight, and so on.

In general, the size of the bat 300 may resemble that of a typicalcricket bat as discussed above. Thus, in certain implementations, thebat 300 may have a length of no more than about 38 inches (about 965mm), a width of no more than about 4.25 inches (about 108 mm), anoverall depth of no more than about 2.64 inches (about 67 mm), and edgesof no more than about 1.56 inches (about 40 mm).

In some implementations, one or more portions of the bat 300 receive orotherwise cooperate with one or more parts of a third-party system, suchas a video game system or a video game console. For example, the handle312 of the bat 300 may define a void for inserting at least a portion ofa video game controller or other component of a video game system.

The tracking device 320 may be operable to track a position of thehousing 310 (e.g., a specific portion of the housing 310 or the bat 300generally). The tracking device 320 may communicate the position to avirtual reality environment 202 (see, e.g., FIG. 2B) in substantiallyreal time (e.g., having a time delay of no more than 25 milliseconds).To this end, the tracking device 320 may be monitored by one or moresensors 322 (e.g., external sensors such as one or more lasers thatperform predetermined sweeps of a physical space where the bat 300 isbeing used). The tracking device 320 may work in conjunction with thecontroller 350 so that simulated movement of the bat 300 is providedwithin the virtual reality environment 202 in substantially real timebased on information provided by the tracking device 320 in the physicalworld. As discussed herein, the bat 300 may represent one of theaccessories 110 in the system 100 described with reference to FIG. 1,and thus the bat 300 may also or instead work in conjunction with one ormore other components of that system 100. For example, the bat 300 mayinclude a communications interface 106 to communicate with a processor122 that is executing a virtual reality cricket game within a virtualreality environment 202, where the processor 122 is configured toreceive a position of the housing 310 and to render the position of thehousing 310 within the virtual reality environment 202 in substantiallyreal time.

As discussed above, the bat 300 may include one or more solenoids 330that are actuatable to provide force feedback to a user 101 of the bat300. To that end, the controller 350, which may be the same or similarto any of the controllers described herein (e.g., the controller 150 ofFIG. 1), may be in communication with the plurality of solenoids 330 forcontrolling actuation thereof. Specifically, the controller 350 mayreceive information related to location-specific contact between virtualrepresentations of the bat 300 and a projectile (e.g., a virtualrepresentation of a cricket ball) within the virtual reality environment202 and to selectively actuate one or more of the plurality of solenoids330 to exert a force based on the location-specific contact. The forceexerted by one or more of the plurality of solenoids 330 may be directedon the housing 310 of the bat 300 such that a user 101 holding thehandle 312 (or other portion) of the bat 300 feels the force as hapticfeedback. Thus, in some implementations, the solenoids 330 may exert aforce on the handle 312 of the bat 300 in a relative indirect manner(e.g., from the body 314 that is connected to the handle 312).Alternatively, one or more of the solenoids 330 may be positioned withinthe handle 312 of the bat 300, or may be coupled to the handle 312 ofthe bat 300, to directly apply a force to the handle 312.

The solenoids 330 may be positioned within the housing 310 in apredetermined arrangement, orientation, and general configuration sothat one or more of the solenoids 330, when actuated, may provide hapticfeedback to a user 101 of the bat 300 that simulates a predeterminedcontact scenario or event. Similarly, the number of solenoids 330included within the housing 310, and the number of solenoids 330 thatare actuated by the controller 350, may facilitate simulation of one ormore specific, simulated contact scenarios. Each of these simulatedcontact scenarios may include, for example, a virtual representation ofa ball striking a virtual representation of the bat 300 in a differentlocation on the bat 300 or at a different simulated force or directionof impact, such that there is different haptic feedback provided to auser 101 for different location specific and/or force specific contactbetween virtual representations of the bat 300 and a ball within thevirtual reality environment 202.

By way of example, one or more of the simulated contact scenarios mayinclude simulation of a ball striking the bat 300 on (i) a tip 340 ofthe bat 300 defined by a distal end of the face 319 disposedsubstantially adjacent to the second end 302 of the bat 300, (ii) a base342 of the bat 300 defined by a proximal end of the face 319 disposedsubstantially adjacent to the handle 312, (iii) an upper contact area344 on or adjacent to the top edge 316 of the bat 300, (iv) a lowercontact area 346 on or adjacent to the bottom edge 317 of the bat 300,(v) a “sweet spot” 348 on the face 319 disposed between a centerline 304of the face 319 and the distal end of the face 319, and (vi) amiddle-hit area 349 of the face 319 disposed between the sweet spot 348and the proximal end of the face 319. Although these specific examplesof predetermined contact scenarios are provided above, it will beunderstood that other contact scenarios are also or instead possible forsimulation.

The solenoids 330 may be positioned within the housing 310 andspecifically actuated to facilitate haptic feedback for a user 101wielding the bat 300 for the above-identified exemplary simulatedcontact scenarios. For example, in certain implementations, one or moresolenoids 330 may be disposed adjacent to the second end 302 of the bat300 and are configured to actuate during simulated contact scenario (i)discussed above; one or more solenoids 330 may be disposed adjacent tothe first end 301 of the bat 300 and are configured to actuate duringsimulated contact scenario (ii) discussed above; one or more solenoids330 may be disposed adjacent to the top edge 316 of the bat 300 and areconfigured to actuate during simulated contact scenario (iii) discussedabove; and one or more solenoids 330 may be disposed adjacent to thebottom edge 317 of the bat 300 and are configured to actuate duringsimulated contact scenario (iv) discussed above.

Simulated contact scenario (v) discussed above may represent an idealcontact event between a cricket bat and a cricket ball, such as contactmade in the sweet spot 348 of the bat 300. Thus, in some aspects, all ofthe solenoids 330 in the plurality of solenoids 330 may be configured toactuate during this simulated contact scenario to alert a user 101 thatthey have made contact in the sweet spot 348 of a virtual representationof the bat 300. Also, in some implementations, one or more of thesolenoids 330 may be configured to actuate in a plurality of differentpower modes, where a power mode corresponds to the force exerted by asolenoid 330. Some examples of such power modes may include a low-powermode and a high-power mode, where the low-power mode exerts less forcethan the high-power mode. To this end, in an implementation, all of thesolenoids 330 may actuate in a low-power mode during simulated contactscenario (v) discussed above to create the feeling of a relativelysmooth and desirous impact for the user 101. Similarly, becausesimulated contact scenario (vi) discussed above may represent a slight“mis-hit” contact event between a cricket bat and a cricket ball, insome aspects, all of the solenoids 330 in the plurality of solenoids 330may be configured to actuate during this simulated contact scenario toalert a user 101 that such an event has occurred, but in a differentpower mode from simulated contact scenario (v)—e.g., a high-power modesuch that the feedback is relatively jarring to a user 101 indicatingthe slight mis-hit. Other power modes are also or instead possible foractuation of the solenoids 330.

It will be understood that other arrangements for the solenoids 330, andother actuation techniques, sequences, and scenarios for the solenoids330 are also or instead possible. However, in general, the physicalarrangement of the plurality of solenoids 330 within the housing 310 mayprovide a predetermined force distribution for certain location-specificor force-specific contact between virtual representations of the bat 300and a projectile within the virtual reality environment 202.

An example of a specific arrangement for the solenoids 330 is shown inFIGS. 3B and 3C. In general, the physical arrangement of the pluralityof solenoids 330 within the housing 310 may provide a predeterminedcenter of gravity for the bat 300 (e.g., one that substantiallyresembles the predetermined center of gravity for a typical cricket bathaving a similar size and shape). Similarly, the housing 310 of the bat300, with the plurality of solenoids 330 included therein, may beweighted to provide a relatively similar feel to a typical cricket bathaving a similar size and shape (e.g., while holding the bat 300 andduring a swing by the user 101). For example, a typical cricket bat mayhave a weight between about 2.0 lbs. and about 3.5 lbs., and thus thehousing 310 and components included therein may be selected to have acumulative weight between about 2.0 lbs. and about 3.5 lbs.

As discussed herein, each of the plurality of solenoids 330 may bepositioned in a predetermined orientation (e.g., relative to one anotheror relative to one or more surfaces of the housing 310 of the bat 300).For example, the predetermined orientation of at least one of theplurality of solenoids 330 may be substantially normal to a plane of theface 319 of the bat 300. Also, or instead, the predetermined orientationof at least one of the plurality of solenoids 330 may be at anon-ninety-degree angle relative to a plane of the face 319 of the bat300. Thus, one or more of the plurality of solenoids 330 may have anaxis of linear actuation disposed at an angle between about 1-degree andabout 89-degrees relative to a plane of the face 319 of the bat 300. Forexample, the predetermined orientation of at least one of the pluralityof solenoids 330 may have an axis of linear actuation disposed at anangle of about 35 degrees offset from a plane of the face 319 of the bat300 (or another surface of the bat 300). Also, or instead, at least oneof the plurality of solenoids 330 may be disposed substantially levelwith a center plane of the bat 300. By way of further example, thepredetermined orientation of the plurality of solenoids 330 may includeat least two of the plurality of solenoids 330 having respective axes oflinear actuation at least about 70 degrees opposed to one another and nomore than about 145 degrees offset from a plane of the face 319 of thebat 300 (or another surface of the bat 300). Other arrangements andorientations are also or instead possible.

In some implementations, the number of the plurality of solenoids 330includes at least six solenoids 330 as shown in FIGS. 3B and 3C. Forexample, at least two of the solenoids 330 may be disposed adjacent tothe first end 301 of the bat 300 and at least another two of thesolenoids 330 may be disposed adjacent to the second end 302 of the bat300, where two other solenoids 330 are disposed therebetween. However,it will be understood that more than six solenoids 330 or less than sixsolenoids 330 are possible without departing from the scope of thisdisclosure, and the number, positioning, and orientation of thesolenoids 330 may vary without departing from the scope of thisdisclosure.

Thus, in general, one or more of the solenoids 330 may be disposedwithin the body 314 of the housing 310 as described herein. However, oneor more of the solenoids 330 may also or instead be disposed in anotherportion of the bat 300 such as the handle 312. Similarly, in someimplementations, the handle 312 may include a protrusion 313 engagedwith a solenoid 330 for conveying haptic feedback to a user's hands whenthe user is gripping the handle 312 during exertion of a force based ona location-specific contact event. Other mechanical or structuralfeatures are also or instead possible for inclusion on the bat 300 forconveying haptic feedback to a user's hands when the user is grippingthe handle 312 during exertion of the force based on a location-specificor force-specific contact event.

Generally, one or more of the solenoids 330 may include a movable member332, such as a movable arm, where movement of the movable member 332facilitates haptic feedback as described herein. Thus, one or more ofthe solenoids 330 may include a linear actuator or similar. A movablemember 332 of one or more of the solenoids 330 may be spring-loaded orotherwise biased such that, upon release, the movable member 332 extendsor otherwise moves to create a force or vibration corresponding tohaptic feedback. For example, the movable member 332, upon movementthereof, may impact a contact surface 334 causing vibration in the bat300. The contact surface 334 may be a surface of the housing 310 or aseparate surface disposed within the housing 310. Stated otherwise, insome implementations, the bat 300 may include a contact surface 334disposed adjacent to at least one of the plurality of solenoids 330,where at least a portion of this solenoid 330 (e.g., a movable member332 thereof) is structurally configured to contact the contact surface334 when actuated. Also, or instead, movement of the movable member 332itself may provide the force or vibration corresponding to hapticfeedback (e.g., without contacting a surface of the bat 300).

Movement of the movable member 332 of a solenoid 330 may be facilitatedby a motor 336 included on the solenoid 330 (e.g., a direct currentmotor). In certain implementations, one or more of the solenoids 330 iscapable of providing about eight kilograms of force. However, because atypical cricketer may experience about 40-55 kilograms of force whenbatting, it will be understood that more powerful solenoids 330 are alsoor instead possible without departing from the scope of this disclosure.

The bat 300 may further include one or more power sources 360 within thehousing 310 that are in electrical communication with one or morepowered components of the bat 300 (e.g., one or more of the plurality ofsolenoids 330 and the controller 350). The one or more power sources 360may include a battery (e.g., a rechargeable battery). For example, apower source 360 may include a wireless rechargeable battery that can berecharged using a short-range or long-range wireless recharging system.The power source 360 may also or instead be coupled to a port (e.g., aUSB port) for connection to an electrical outlet or similar forcharging.

Referring now to FIGS. 4A and 4B, an accessory for use in a virtualreality simulation system or a virtual reality game may include a glove400. As described above, although this accessory is described herein inthe context of a cricket simulation, it will be understood that thisaccessory may also or instead be adapted for use in other contexts.

The glove 400 may be sized and shaped to receive at least one portion ofa hand of a user 101. For example, the glove 400 may be structurallyconfigured to receive the entire hand of a user 101, or one or morefingers and the thumb of the user 101. The glove 400 may be adapted foruse with a cooperating accessory, for example, another glove such thateach of a user's hands are engaged with such accessories. The glove 400may resemble a typical glove that is worn for protection, grip, andcomfort by a cricket batsman. Thus, the glove 400 may include padding402 disposed on or within at least a portion of the glove 400. Similarto other accessories described herein, the glove 400 may include atracking device 420, one or more haptic feedback actuators 430, and acontroller 450.

The tracking device 420 may be the same or similar to other trackingdevices described herein (e.g., the tracking device 320 with referenceto the bat 300 shown in FIGS. 3A, 3B, and 3C). In general, the trackingdevice 420 may be coupled to the glove 400 and operable to track aposition of the glove 400 (e.g., to communicate the position to thevirtual reality environment 202 in substantially real time). Thus,similar to the tracking device 320 of the bat 300, the tracking device420 may be monitored by one or more sensors 422. As discussed herein,the glove 400 may represent one of the accessories 110 in the system 100described with reference to FIG. 1, and thus the glove 400 may also orinstead work in conjunction with one or more other components of thatsystem 100. For example, the glove 400 may include a communicationsinterface 106 to communicate with a processor 122 that is executing avirtual reality cricket game within the virtual reality environment 202,where the processor 122 receives a position of the glove 400 and rendersthe position of the glove 400 within the virtual reality environment 202in substantially real time. In this manner, the virtual realityenvironment 202 may include a virtual representation of the glove 400viewable by the user 101.

In some implementations, the glove 400 is flexible to grasp a bat, suchas the bat 300 described above. To this end, the tracking device 430 maybe configured to detect and communicate finger flexion, or thumbflexion, of the user 101 wearing the glove 400. The tracking device 430may also or instead be configured to detect and communicate anorientation of the glove 400, or other position and movementinformation.

The one or more haptic feedback actuators 430 may be coupled to theglove 400 in a predetermined arrangement, where one or more of thehaptic feedback actuators 430 are actuatable to transmit forces to atleast one portion of the hand of the user 101 in the glove 400. Thus, inuse, the haptic feedback actuators 430 may transmit a force to a wearerof the glove 400 to simulate a contact scenario that takes place withinthe virtual reality environment 202. The haptic feedback actuators 430may be disposed in one or more locations of the glove 400. For example,the haptic feedback actuators 430 may be dispersed throughout differentlocations within the glove 400 corresponding to different regions of auser's hand when wearing the glove 400. This may include implementationswhere one or more haptic feedback actuators 430 are disposed along oneor more portions of the glove 400 sized and shaped to receive a fingerof a wearer, a thumb of a wearer, a palm of a wearer, a backside of awearer's hand, and combinations of the foregoing.

The haptic feedback actuators 430 may include, or be formed on, aninsert 432 disposed within the glove 400. The insert 432 may be disposedwithin padding 402 of the glove 400 or between layers of padding 402. Tothis end, the padding 402 may include a top layer and a bottom layer,with one or more haptic feedback actuators 430 disposed in-between theselayers.

The controller 450 may be the same or similar to other controllersdescribed herein. In general, the controller 450 may be in communicationwith the tracking device 420, one or more of the haptic feedbackactuators 430, and a virtual reality environment 202 (FIG. 2B), forexample, e.g., for controlling one or more aspects of one or more ofthese components. For example, the controller 450 may be configured to:receive, from the tracking device 420, a position of the tracking device420; transmit the position of the tracking device 420 to the virtualreality environment 202; receive, from the virtual reality environment202, an indication of force on a virtual glove (corresponding to theglove 400 in the physical world) in the virtual reality environment 202;and actuate one or more haptic feedback actuators 430 on the glove 400to simulate the force on the virtual glove in the virtual realityenvironment 202.

By way of example, the indication of force on the virtual glove in thevirtual reality environment 202 may correspond to a ball striking a batbeing held by the hand of a user 101. In this manner, when such contactbetween a virtual bat and a virtual ball is made within the virtualreality environment 202, a user 101 in the physical world may feel arepresentative force in the glove 400 through actuation of one or moreof the haptic feedback actuators 430. By way of further example, theindication of force on the virtual glove in the virtual realityenvironment 202 may also or instead correspond to a ball striking theglove 400. In this manner, when such contact between a virtual ball anda virtual glove is made within the virtual reality environment 202, auser 101 in the physical world may feel a representative force in theglove 400 through actuation of one or more of the haptic feedbackactuators 430.

In some aspects, the glove 400 is the only accessory providing suchhaptic feedback. In other aspects, the glove 400 works in conjunctionwith one or more other accessories (e.g., the bat 300 described above)to provide a more realistic feel for the user 101. To this end, one ormore of the haptic feedback actuators 430 may operate in coordinationwith one or more haptic devices on another accessory wielded by the user101 (e.g., the solenoids 330 included on a bat 300 held by the user101).

To differentiate between different simulated contact scenarios (e.g., avirtual ball striking a virtual bat or virtual glove), different hapticfeedback actuators 430 may actuate and/or the haptic feedback actuators430 may actuate in different power modes to create different feedback.Further, the glove 400 may facilitate feedback that is location specificor force specific within the glove 400 itself. For example, the hapticfeedback actuators 430 may be disposed throughout different portions ofthe glove 400, such that certain haptic feedback actuators 430 incertain designated locations may be actuated depending upon the locationof contact in a simulated contact scenario. Thus, one or more of thehaptic feedback actuators 430 may be operable to adjust feedback basedon a parameter in the virtual reality environment 202, where such aparameter may include one or more of a virtual bat selected by the user101, a location on the virtual bat where a virtual ball makes contact inthe virtual reality environment 202, a vertical displacement between thevirtual bat and the virtual ball in the virtual reality environment 202,a location on the virtual glove where a virtual ball makes contact inthe virtual reality environment 202, a force of impact, and so on.Similarly, one or more of the haptic feedback actuators 430 may beoperable to adjust feedback based on an attribute of one or more of avirtual ball and a virtual bat in the virtual reality environment 202,where such an attribute may include one or more of ball speed, ball spin(if any), bat speed, bat angle, an exit speed of a bat held by the user101, and an exit angle of the bat. Such an attribute for the virtual batmay directly correspond to motion and use of a bat 300 or otheraccessory in a physical space.

It will be understood that the glove 400 (and/or another accessorydescribed herein) may also or instead include one or more other sensors470. These sensors 470 may include one or more of the following: a forcesensor, a contact profilometer, a non-contact profilometer, an opticalsensor, a laser, a temperature sensor, a motion sensor, an imagingdevice, a camera, an encoder, an infrared detector, a weight sensor, asound sensor, a light sensor, a sensor to detect a presence (or absence)of an object, and so on.

Referring now to FIGS. 5A, 5B, and 5C, an accessory for use in a virtualreality simulation system or a virtual reality game may include a helmet500. As described above, although this accessory is described herein inthe context of a cricket simulation, it will be understood that thisaccessory may also or instead be adapted for use in other contexts.

The helmet 500 may include a shell 510 that is positionable about atleast one portion of a head of a user 101, a display 530 coupled to theshell 510, an audio device 540 coupled to the shell 510, and a trackingdevice 520 coupled to the shell 510.

The shell 510 may be sized and shaped to substantially mimic, in bothlook and feel, a cricket batsman's helmet. That is, the shell 510 mayresemble a real-world cricket helmet worn by a typical batsman forsafety. For example, to more realistically provide a cricket gamingexperience, the shell 510 may include an actual, real-world crickethelmet adapted to accommodate one or more of the display 530, the audiodevice 540, and the tracking device 520.

The display 530 may be the same or similar to any of the displaysdescribed herein or otherwise known in the art of virtual realitysimulation. For example, the display 530 may be included on a virtualreality head mounted display (HMD) visor.

As shown in FIGS. 5A and 5B, the display 530 may be movable betweendifferent positions. For example, and as shown in FIG. 5A, the display530 may be placed in a first position where the display 530 is viewableby a user 101 with the shell 510 positioned about at least a portion ofthe head of the user 101. And as shown in FIG. 5B, the display 530 maybe placed in a second position where the display 530 is not obstructingat least part of a user's vision with the shell 510 positioned about atleast a portion of the head of the user 101. To accommodate the display530 being movable between different positions, the display 530 may bepivotable, slidable, extendable, and so on, relative to the shell 510.For example, and as shown in FIGS. 5A and 5B, the helmet 500 may includea pivoting joint 512 that couples the display 530 to the shell 510. Morespecifically, the helmet 500 may include a display mount 514 coupled tothe shell 510 that is sized and shaped to receive the display 530therein or thereon, where the display mount 514 includes or is otherwisecoupled to a pivoting joint 512 or other connection (e.g., a hinge)facilitating movement of the display 510 relative to the shell 510.Thus, at least a portion of the display mount 514 may be movablerelative to the shell 510. For example, the display mount 514 may bemovable to place the display 510 in the first position shown in FIG. 5Aand the second position shown in FIG. 5B, or other positions.

The display 530 may also or instead be removable and replaceable fromthe display mount 514, such as where the display 530 is included on amobile computing device (e.g., a smartphone) and the mobile computingdevice is removably mountable to the helmet 500 via the display mount514.

The audio device 540 may be operable to provide audio output from thevirtual reality environment 202 to the user 101 with the shell 510positioned about a portion of the head of the user 101. In someimplementations, the audio device 540 includes headphones or earbuds.The audio device 540 may be integral with the shell 510.

The tracking device 520 may be the same or similar to any of thetracking devices described herein or otherwise known in the art ofvirtual reality simulation. In general, the tracking device 520 may beoperable to track a position of the helmet 500, and to communicate theposition to a virtual reality environment 202 in substantially realtime. As discussed herein, the helmet 500 may represent one of theaccessories 110 in the system 100 described with reference to FIG. 1,and thus the helmet 500 may also or instead work in conjunction with oneor more other components of that system 100. For example, the helmet 500may include a communications interface 106 to communicate with aprocessor 122 that is executing a virtual reality cricket game withinthe virtual reality environment 202, where the processor 122 isconfigured to receive a position of the helmet 500 and to render theposition of the helmet 500 within the virtual reality environment 202 insubstantially real time. In this manner, the virtual reality environment202 may include a virtual representation of the helmet 500 viewable bythe user 101. The tracking device 520 may be disposed on or within theshell 510 of the helmet 500.

It will be understood that the helmet 500 may also or instead includeany of the features described above with reference to other accessories110 in the system 100 described with reference to FIG. 1 or elsewhere inthis disclosure. Thus, the helmet 500 may include sensors, solenoids orother haptic feedback devices, and so on.

In addition to the accessories described above for use in a virtualreality simulation system or a virtual reality game, which are set forthby way of example and not of limitation, other accessories are also orinstead possible. One such accessory includes the pads 600 shown in FIG.6. The pads 600 may include one or more of the features described hereinthat aid in a virtual reality simulation becoming more of an immersive,realistic experience for a user. For example, the pads 600 may includeone or more haptic feedback actuators 630 that facilitate a user 101 tofeel relatively realistic force feedback corresponding to forces thatmay be experienced when partaking in an activity in the real world thatis being simulated in a virtual reality environment 202 (FIG. 2B).

In general, the pads 600 may include a wearable accessory, and althoughshown as typical padding that a cricket player might wear during acricket match, it will be understood that other wearable accessories arecontemplated herein. This may include other padding-type or add-onaccessories, as well as more typical wearable clothes such as hats,pants, shirts, and so on.

In the context of a cricket simulation, one or more haptic feedbackactuators 630 in the pads 600 may actuate to simulate a batsman beingstruck by a bowled ball (e.g., when such an instance occurs in a virtualenvironment as described herein).

III. Simulation

Having provided an overall context for a system 100 for virtual realitysimulation (see, e.g., FIG. 1) and various hardware components that maybe included in such a system (see, e.g., FIGS. 2A-6), various simulationtechniques will now be described. It will be understood that thefollowing virtual reality simulation techniques may be used forimproving an experience of virtual reality simulation, and moreparticularly, for improving an experience of virtual reality sportssimulation. To that end, it will be understood that one or more of thefollowing virtual reality simulation techniques may be used inconjunction with one or more of the hardware accessories or othercomponents described herein.

FIG. 7 is a flow chart of an exemplary method 700 of operating a virtualreality game. Unless otherwise specified or made clear from the context,it should be appreciated that the exemplary method 700 may be carriedout using any one or more of the devices, systems, and methods describedherein. Thus, for example, the exemplary method 700 may be carried outusing the system 100 (see, e.g., FIG. 1) and, more specifically, may becarried out to create a realistic virtual reality simulation for an enduser 101 incorporating one or more of the accessories 110 describedherein (e.g., the bat 300 of FIGS. 3A-3C). It will thus be understoodthat, while the exemplary method 700 may emphasize use of a bat 300 asthe accessory 110 being used, the exemplary method 700 may be adaptedwith any of the other accessories 110 discussed herein.

As shown in step 702, the exemplary method 700 may include receivingprojectile data. The projectile data may be related to a virtualprojectile within a virtual reality environment, which, as discussed inmore detail below, may be directly or indirectly correlated to areal-world projectile in a live-action sequence. The projectile data mayinclude temporal data related to the arrival of a virtual projectilewithin a predetermined volume adjacent to a virtual player in a virtualreality environment, and spatial data related to a trajectory of thevirtual projectile in the virtual reality environment.

As shown in step 704, the exemplary method 700 may include receivingaccessory data including movement of an accessory in a physical space(e.g., an accessory held by, worn by, or otherwise wielded by a user ofa virtual reality simulation). The accessory data may correspond tomovement of a virtual accessory of a virtual player within the virtualreality environment.

As shown in step 706, the exemplary method 700 may include displayingthe virtual accessory and the virtual projectile on a display of avirtual reality simulation system (e.g., a display that is viewable by auser). The exemplary method 700 may also or instead include simulatingtracked movement of the accessory within the virtual realityenvironment.

As shown in step 708, the exemplary method 700 may include adjusting atrajectory of the virtual accessory based on additional tracked movementof the accessory. Thus, for example, if a user adjusts movement of theaccessory in the real-world, the virtual accessory of the virtual playerwithin the virtual reality environment may be adjusted in a similarfashion.

As shown in step 710, the exemplary method 700 may include determining,based on a comparison of the accessory data and the projectile data, acontact scenario between the virtual accessory and the virtualprojectile within the virtual reality environment. The contact scenariomay be any of the simulated or predetermined contact scenarios discussedherein.

As shown in step 712, the exemplary method 700 may include determiningwhether the virtual accessory will contact the virtual projectile withinthe virtual reality environment. When it is determined that no contactis made, or will be made, between the virtual accessory and the virtualprojectile within the virtual reality environment, the exemplary method700 may include repeating one or more of the steps of receivingprojectile data, receiving accessory day, and so on, until it isdetermined that there is or will be contact between the virtualaccessory and a virtual projectile within the virtual realityenvironment. It will also be understood that other steps in theexemplary method 700 may still be performed, however, even when it isdetermined that no contact is made, or will be made, between the virtualaccessory and the virtual projectile within the virtual realityenvironment, such as transmitting appropriate audio feedback (e.g., asound of a projectile passing by a virtual player without making contactwith the virtual accessory). When it is determined that contact is made,or will be made, between the virtual accessory and a virtual projectilewithin the virtual reality environment, the exemplary method 700 maycontinue to the remaining steps shown in the exemplary method 700.

As shown in step 714, the exemplary method 700 may include determining acontact location on the virtual accessory and a contact time based onthe accessory data and the projectile data. This may also or insteadinclude determining a contact force based on the accessory data and theprojectile data.

As shown in step 716, the exemplary method 700 may include, based on thecontact scenario, selectively actuating one or more haptic feedbackdevices (e.g., solenoids) coupled to the accessory to provide hapticfeedback to a user grasping, wearing, or wielding the accessory. Thishaptic feedback may substantially simulate contact between the accessoryand a projectile. Selectively actuating one or more haptic feedbackdevices may further include defining a number of discrete contactscenarios characterizing contact between the virtual accessory and thevirtual projectile within the virtual reality environment at a number ofdifferent locations on the virtual accessory and selectively actuatingone or more haptic feedback devices according to one of the number ofdiscrete contact scenarios most closely corresponding to a contactlocation estimated within the virtual reality environment. The contactscenario may also or instead include a characteristic pertaining to alevel of force characterizing contact between the virtual accessory andthe virtual projectile within the virtual reality environment, and theexemplary method 700 may also or instead include selectively actuatingone or more haptic feedback devices according to this level of force.

As shown in step 718, the exemplary method 700 may include selectingaudio feedback based on the contact scenario, determining timing forsending the audio feedback to a speaker to align with timing of thecontact scenario, and transmitting the audio feedback to the speaker. Incertain implementations, each simulated contact scenario has anaccompanying audio feedback selection. For example, a virtual projectilehitting a certain part of the virtual accessory may be accompanied by adifferent sound than the virtual projectile hitting a different part ofthe virtual accessory. The speaker may include one or more of the audiodevices 540 discussed herein (e.g., with reference to the helmet 500).

As discussed herein, the present teachings may utilize data from alive-action sequence. As further discussed herein, the live-actionsequence may be occurring in near real time relative to operation of thevirtual reality environment, or the live-action sequence may be arecording (e.g., of a completed sporting event or similar).

In the context of cricket, a common approach for batsmen in real-worldenvironments is to practice against live bowling or to use a mechanicalmachine to practice form and timing. However, these real-worldapproaches may be limited by the fact that every bowler's delivery hasits own subtle characteristics that are typically not replicated byconventional tools and methods. While some simulations (e.g., videogames) may replicate a general delivery type as described above and mayuse a generic avatar to simulate a bowler, the computer-generateddeliveries of these bowlers may vary significantly from actualreal-world bowlers. Also, the release point of bowler avatars may becomerelatively easy for a batsman to predict, thus not being reflective ofrandomness of different bowlers' real-world release points. So, while auser may become proficient at hitting a cricket ball in a typical videogame environment, such practice does not often translate into success inreal-world situations because the timing and release point recognitionmay be vastly different. Another approach typically used includesreviewing film (e.g., reviewing still shots or video footage of aparticular bowler). However, it may be difficult to capture still shotsand video footage from a batsman's perspective, and, as a result,traditional still shots and video footage may fail to provide a batsmanwith the immersive experience of facing a real-world bowler.Implementations described herein may improve upon the aforementioneddeficiencies by facilitating more immersive, realistic experiences forusers.

For example, certain implementations discussed herein may facilitate afirst-person perspective of cricket balls that incorporate the actualdelivery and trajectory of balls from real-world bowlers. In someaspects, a user may watch a digitized avatar of a real-world bowlerperform their own bowling sequence with a simulated cricket balldelivered from the bowler's tracked release point that leaves thebowler's hand. Depending on the ball, data may be used to simulate aflight path (and spin rate, spin direction, and so on, as applicable)associated with a bowled ball in the real-world.

FIG. 8 is a flow chart of an exemplary method 800 of virtual realitysimulation (e.g., using data from a live-action sequence). Unlessotherwise specified or made clear from the context, it should beappreciated that the exemplary method 800 may be carried out using anyone or more of the devices, systems, and methods described herein. Ingeneral, the exemplary method 800 may include using data from alive-action sequence to select an appropriate representation of avirtual player based on the data. For example, if the data includesinformation regarding a certain bowled ball in a live-action cricketmatch, simply placing that data directly into a virtual realitysimulation may result in a mis-matched virtual bowler relative to avirtual representation of that bowled ball. Thus, a virtual bowlershould have a release point that corresponds to the actual release pointof the ball in the live-action cricket match. Also, or instead, avirtual bowler should have an appropriate motion corresponding to theball in the live-action cricket match—e.g., a slower release for arelatively slow bowled ball.

The exemplary method 800 may also or instead include altering oradjusting data from a live-action sequence for incorporation into avirtual reality simulation. This may include, for example, adjusting atrajectory of a virtual ball relative to the ball in the live-actioncricket match based on a difference in parameters between the virtualreality environment and the physical setting from the live-actioncricket match—e.g., different weather or a different type of pitch. Thismay also or instead include, for example, adjusting a trajectory of avirtual ball relative to the ball in the live-action cricket match basedon a difference in parameters or attributes between one or more virtualplayers in the virtual reality environment and one or more live-actionplayers from the live-action cricket match. For example, if a virtualbatsman is batting in a different alignment or is using a differentbatting stance (e.g., a right-handed or a left-handed stance) thatdiffers from a batsman to which the ball in the live-action cricketmatch was bowled, this information may be used to adjust the trajectoryof the virtual ball. This may be done in the same or similar manner inwhich a bowler in the physical world would adjust the bowled ball'strajectory based on the differing attribute. By way of further example,a virtual batsman may also or instead have a differing physicalattribute relative to a batsman to which the ball in the live-actioncricket match was bowled (e.g., is shorter or taller), and thisinformation may be used to adjust the trajectory of the virtual ball.Altering or adjusting data from a live-action sequence for incorporationinto a virtual reality simulation may also or instead includereformatting the data, filling in gaps in the data, and/orreverse-engineering or otherwise manipulating the data so that it can beeffectively used in the virtual reality simulation.

As shown in step 802, the exemplary method 800 may include generating avirtual reality environment including a virtual player in a setting. Asdiscussed herein, the virtual reality environment may be configured foruse in a virtual reality cricket simulation, where a projectile includesa cricket ball and the virtual player is a bowler.

As shown in step 804, the exemplary method 800 may include receivingprojectile data indicative of movement of a projectile launched by aplayer in a live-action sequence. As discussed herein, in the context ofcricket, the projectile data may include information regarding a bowledball from a live-action cricket match, and thus the player in thelive-action sequence may include a bowler in the live-action cricketmatch. The projectile data may include one or more discrete locations ofthe projectile before, during, or after the release of the projectilelaunched by the player in the live-action sequence. The projectile datamay also or instead include a trajectory of the projectile, a speed ofthe projectile (e.g., an initial velocity of the projectile whenreleased by the player or a velocity recorded downstream from theplayer, where the velocity may be provided as vectors inthree-dimensional space), a spin of the projectile (if any), a releasepoint of the projectile, a release angle of the projectile, at least onelocation of the projectile downstream from the player (e.g., at amid-point between its release and a target), a target location of theprojectile downstream from the player (e.g., where it hits a target, orwhere it would have hit a target if not intervened with), and so on.Also, or instead, some of the aforementioned datapoints may becalculated or estimated from other information included in theprojectile data. For example, a spin of the projectile, if present, maybe estimated from a trajectory and a speed of the projectile, and/orfrom contact between the projectile and a playing surface (e.g., byanalyzing the resulting directional vectors of the projectile before andafter contacting the playing surface).

The projectile data may also or instead include information pertainingto the player that launched the projectile in the live-action sequence.For example, the projectile data may include the distance covered in aplayer's delivery when bowling a ball in cricket (e.g., the distance ofthe player's “run-up”), the speed of one or more portions of thedelivery (e.g., the speed of the run-up, pre-delivery stride, ballrelease, or follow though), whether the player has a “side-on” or“front-on” action, and so on.

As shown in step 806, the exemplary method 800 may include, based on theprojectile data, identifying a release point of the projectile by theplayer in the live-action sequence. The release point may be included inthe projectile data, such that identifying the release point includessimply reading the projectile data. Also, or instead, identifying therelease point may include calculating the release point based oninformation in the projectile data (e.g., based on a trajectory of theprojectile).

As shown in step 808, the exemplary method 800 may include determining amotion of the virtual player in the virtual reality environment based onthe projectile data and the release point. For example, if theprojectile data shows a relatively slow bowled ball, the motion of thevirtual player may be determined to be relatively slow, or have arelatively short run-up in their delivery.

Determining the motion of the virtual player may include selecting oneof a plurality of motions stored in a database (e.g., the database 130of FIG. 1). These motions may include motions of avatars or video feedsof live-action sequences as described below in step 810. The selectedmotion from the plurality of motions may be selected to most closelymatch attributes of the projectile data or the determined motion. Insome implementations, the attributes of the projectile data areweighted. For example, while it may be true that a cricket bowlertypically bowls a ball slower to achieve greater spin, the projectiledata may show that a certain cricket bowler in a live-action sequencemay have achieved both relatively high spin and a relatively highvelocity. In such circumstances, the velocity attribute may be weightedhigher than the spin attribute, so that a selected motion demonstratesthat a ball will be released at a relatively high speed. Also, orinstead, if the projectile data includes information pertaining to theplayer that launches the projectile, that information may be weightedmore than information pertaining to the projectile itself. In thismanner, if the player concealed the pace of the projectile or the spinof the projectile during their delivery, the player's concealment intheir delivery may be substantially replicated in the virtual realityenvironment, thereby providing a more realistic experience to a user.

As shown in step 810, the exemplary method 800 may include, on a displayof the virtual reality environment viewable by a user, displaying thevirtual player moving according to the motion and a graphicalrepresentation of the projectile moving according to a temporal seriesof locations of the projectile. Displaying the virtual player movingaccording to the motion may include presenting a first-person view ofthe virtual player on the display as described herein. Displaying thevirtual player moving according to the motion may also or insteadinclude presenting video data of the player from a live-action sequence.In this manner, the virtual player may more directly correspond to theplayer that launched the projectile in a live-action sequence.Displaying the virtual player moving according to the motion may also orinstead include presenting an avatar. The avatar may be based off of aplayer in the physical world, such as where the avatar is created usingone or more of key-framing and motion capture techniques of the playerin the physical world.

As shown in step 812, the exemplary method 800 may include, based on theprojectile data, identifying a first trajectory of the projectile. Thefirst trajectory may include the actual trajectory of the projectile inthe real-world.

As shown in step 814, the exemplary method 800 may include manipulatingthe first trajectory using one or more parameters to determine a secondtrajectory. Manipulating the first trajectory may include adding acurvature to the first trajectory. The curvature may be based at leastin part on a spin of the projectile (if any), or a reaction of theprojectile when contacting a playing surface. Adding curvature to thefirst trajectory may be accomplished by introducing a constantbi-directional drag force (in the x- and z-directions) on theprojectile. This constant force may be based at least in part on one ormore of spin, seam angle, velocity in the direction opposite to the dragvector, air density, cross-sectional area of the projectile, and a dragforce coefficient. Manipulating the first trajectory may also or insteadinclude interpolating between different paths for the projectile createdusing one or more projectile motion equations. For example, manipulatingthe first trajectory may include cubic spline interpolation betweenthree-dimensional data points to generate third-order polynomialequations that simulate the trajectory of the projectile inthree-dimensional space.

Manipulating the first trajectory may also or instead include changing aparameter of the projectile data. By way of example, such a parametermay include one or more of a release point of the projectile, a releaseangle of the projectile, an initial speed of the projectile whenreleased by the player, and a location of the projectile downstream fromthe player. For example, manipulating the first trajectory may includechanging the release angle of the projectile or the rotation/swing ofthe player, which in turn can change the effect of a drag force on theprojectile.

As discussed herein, the parameter may be changed based on a differencebetween the live-action sequence and the setting of the virtual realityenvironment. Thus, the exemplary method 800 may include altering a pathof the graphical representation of the projectile in the virtual realityenvironment from a trajectory included in the projectile data based onone or more predetermined parameters that differ between the live-actionsequence and the setting of the virtual reality environment. By way ofexample, such a difference between the live-action sequence and thesetting of the virtual reality environment may include one or more of aplaying surface, weather, lighting, time of day or time of year, climateor altitude (e.g., for air density), a physical attribute of a user(e.g., a height of the user for displaying the user as a batsman in avirtual reality cricket simulation, whether the user is right-handed orleft-handed, and so on), and a physical attribute of a virtual player(e.g., the height of a bowler in a virtual reality cricket simulation,whether the bowler is right-handed or left-handed, and so on).

As shown in step 816, the exemplary method 800 may include, on a displayof the virtual reality environment viewable by a user, displaying agraphical representation of the projectile launched from the virtualplayer and moving according to the second trajectory.

Thus, using techniques described above, data from a live cricket matchwith recorded ball data (e.g., trajectory and location data) may be usedin a virtual reality environment (e.g., in substantially real time). Thevirtual reality environment may substantially mimic the real-worldsetting from the live cricket match, or a different setting, where theuser, as the batman, may see virtual representations from a first-personperspective including representations of themselves (e.g., their handsor gloves, their bat, a part of their helmet, and so on). In thismanner, the user may view a virtual reality version of a real-worldcricket ball that is bowled in the same or similar manner in alive-action cricket match. Furthermore, virtual reality simulationtechniques disclosed herein may facilitate the user viewing a playbackof recorded data from a live-action sequence. Thus, in implementations,a virtual reality simulation method facilitates game play withprofessional athletes.

As described above, for a more immersive experience, movements of abowler from a live-action sequence such as a live cricket match may berecorded and automatically applied to a player within the virtualreality simulation. The player may thus make the same approach as aprofessional bowler in a live-action match, and may release a ball inthe virtual reality simulation that follows the same (or similar) pathas the ball in the live-action match. This may facilitate asynchronousplay between fans at home and professionals around the world.

While certain implementations have been described, other implementationsare additionally or alternatively possible. For example, while a certainconfiguration of an accessory including a bat 300 is described abovewith reference to FIGS. 3A and 3B, other accessory configurations areadditionally or alternatively possible for the bat. For example,referring now to FIG. 9, a bat 300′ may include an alternate arrangementand orientation for the solenoids 330′ disposed therein. For the sake ofefficient description, elements with prime (′) element numbers in FIG. 9should be understood to be similar to elements with unprimed elementnumbers in FIGS. 3A and 3B, and are not described separately herein.

In another alternate implementation, one or more haptic feedback devicesor solenoids are disposed on an exterior of an accessory. In thismanner, the haptic feedback devices may be structurally configured tostrike or otherwise contact an exterior surface of the accessory toprovide force feedback (e.g., for replicating a projectile or otherobject striking the surface of the accessory).

Further, it will be understood that any of the devices, systems, andmethods described herein may also or instead include other hardware suchas a camera or other sensors, power sources, controls, input devicessuch as a keyboard, a touchpad, a computer mouse, a switch, a dial, abutton, and so on, and output devices such as a display, a speaker orother audio transducer, light-emitting diodes or other lighting ordisplay components, and the like. Other hardware may also or insteadinclude a variety of cable connections and/or hardware adapters forconnecting to, for example, external computers, external hardware,external instrumentation or data acquisition systems, and the like.

Moreover, it will be understood that any of the devices, systems, andmethods described herein may also or instead include other aspects ofvirtual reality simulation such as those found in typical virtualreality gaming. By way of example, a virtual reality simulationdescribed herein may score a user's performance and decisions. In thecontext of cricket, these scores may be based on whether to bat, thequality of the batting, and other game-related factors. In one or moreembodiments, a user may repeat a sequence of virtual play or may move onto additional plays. A user's progress (or regression) over time may betracked and monitored. The user may also or instead be able to accessscores, replay scenes, as well as view and review data, for example, viaa personalized summary on a webpage, mobile application, or gaminginterface.

The above systems, devices, methods, processes, and the like may berealized in hardware, software, or any combination of these suitable fora particular application. The hardware may include a general-purposecomputer and/or dedicated computing device. This includes realization inone or more microprocessors, microcontrollers, embeddedmicrocontrollers, programmable digital signal processors or otherprogrammable devices or processing circuitry, along with internal and/orexternal memory. This may also, or instead, include one or moreapplication specific integrated circuits, programmable gate arrays,programmable array logic components, or any other device or devices thatmay be configured to process electronic signals. It will further beappreciated that a realization of the processes or devices describedabove may include computer-executable code created using a structuredprogramming language such as C, an object oriented programming languagesuch as C++, or any other high-level or low-level programming language(including assembly languages, hardware description languages, anddatabase programming languages and technologies) that may be stored,compiled or interpreted to run on one of the above devices, as well asheterogeneous combinations of processors, processor architectures, orcombinations of different hardware and software. In another aspect, themethods may be embodied in systems that perform the steps thereof, andmay be distributed across devices in a number of ways. At the same time,processing may be distributed across devices such as the various systemsdescribed above, or all of the functionality may be integrated into adedicated, standalone device or other hardware. In another aspect, meansfor performing the steps associated with the processes described abovemay include any of the hardware and/or software described above. Allsuch permutations and combinations are intended to fall within the scopeof the present disclosure.

Embodiments disclosed herein may include computer program productscomprising computer-executable code or computer-usable code that, whenexecuting on one or more computing devices, performs any and/or all ofthe steps thereof. The code may be stored in a non-transitory fashion ina computer memory, which may be a memory from which the program executes(such as random-access memory associated with a processor), or a storagedevice such as a disk drive, flash memory or any other optical,electromagnetic, magnetic, infrared or other device or combination ofdevices. In another aspect, any of the systems and methods describedabove may be embodied in any suitable transmission or propagation mediumcarrying computer-executable code and/or any inputs or outputs fromsame.

It will be appreciated that the devices, systems, and methods describedabove are set forth by way of example and not of limitation. Absent anexplicit indication to the contrary, the disclosed steps may bemodified, supplemented, omitted, and/or re-ordered without departingfrom the scope of this disclosure. Numerous variations, additions,omissions, and other modifications will be apparent to one of ordinaryskill in the art. In addition, the order or presentation of method stepsin the description and drawings above is not intended to require thisorder of performing the recited steps unless a particular order isexpressly required or otherwise clear from the context.

The method steps of the implementations described herein are intended toinclude any suitable method of causing such method steps to beperformed, consistent with the patentability of the following claims,unless a different meaning is expressly provided or otherwise clear fromthe context. So, for example, performing the step of X includes anysuitable method for causing another party such as a remote user, aremote processing resource (e.g., a server or cloud computer) or amachine to perform the step of X. Similarly, performing steps X, Y and Zmay include any method of directing or controlling any combination ofsuch other individuals or resources to perform steps X, Y and Z toobtain the benefit of such steps. Thus, method steps of theimplementations described herein are intended to include any suitablemethod of causing one or more other parties or entities to perform thesteps, consistent with the patentability of the following claims, unlessa different meaning is expressly provided or otherwise clear from thecontext. Such parties or entities need not be under the direction orcontrol of any other party or entity, and need not be located within aparticular jurisdiction.

It should further be appreciated that the methods above are provided byway of example. Absent an explicit indication to the contrary, thedisclosed steps may be modified, supplemented, omitted, and/orre-ordered without departing from the scope of this disclosure.

It will be appreciated that the methods and systems described above areset forth by way of example and not of limitation. Numerous variations,additions, omissions, and other modifications will be apparent to one ofordinary skill in the art. In addition, the order or presentation ofmethod steps in the description and drawings above is not intended torequire this order of performing the recited steps unless a particularorder is expressly required or otherwise clear from the context. Thus,while particular embodiments have been shown and described, it will beapparent to those skilled in the art that various changes andmodifications in form and details may be made therein without departingfrom the spirit and scope of this disclosure and are intended to form apart of the invention as defined by the following claims, which are tobe interpreted in the broadest sense allowable by law.

1. A virtual reality simulation method, the method comprising:generating a virtual reality environment including a virtual player in asetting; receiving projectile data indicative of movement of aprojectile launched by a player in a live-action sequence; based on theprojectile data, identifying a release point of the projectile by theplayer in the live-action sequence; determining a motion of the virtualplayer in the virtual reality environment based on the projectile dataand the release point; and on a display of the virtual realityenvironment viewable by a user, displaying the virtual player movingaccording to the motion and a graphical representation of the projectilemoving according to a temporal series of locations of the projectile. 2.The method of claim 1, wherein the release point is included in theprojectile data, and wherein identifying the release point includesreading the projectile data.
 3. The method of claim 1, whereinidentifying the release point includes calculating the release pointbased on a trajectory of the projectile included in the projectile data.4. The method of claim 1, wherein the projectile data includes a spin ofthe projectile.
 5. The method of claim 4, wherein the spin is estimatedfrom a trajectory and a speed of the projectile.
 6. The method of claim4, wherein the spin is estimated from contact between the projectile anda playing surface.
 7. The method of claim 1, further comprising alteringa path of the graphical representation of the projectile in the virtualreality environment from a trajectory included in the projectile databased on one or more predetermined parameters that differ between thelive-action sequence and the setting of the virtual reality environment.8. The method of claim 7, wherein the one or more parameters include atleast one of a playing surface, weather, a lighting condition, aphysical attribute of the user, and a physical attribute of the virtualplayer.
 9. The method of claim 1, wherein displaying the virtual playermoving according to the motion includes presenting a first-person viewof the virtual player on the display.
 10. The method of claim 1, whereindisplaying the virtual player moving according to the motion includespresenting video data of the player from the live-action sequence. 11.The method of claim 1, wherein displaying the virtual player movingaccording to the motion includes presenting an avatar.
 12. The method ofclaim 1, wherein determining the motion of the virtual player includesselecting one of a plurality of motions stored in a database.
 13. Themethod of claim 12, wherein the one of the plurality of motions isselected to most closely match attributes of the projectile data. 14.The method of claim 13, wherein the attributes of the projectile dataare weighted.
 15. The method of claim 1, wherein the virtual realityenvironment is configured for use in a virtual reality cricketsimulation, wherein the projectile is a cricket ball and the player inthe live-action sequence is a bowler in a cricket match.
 16. The methodof claim 1, wherein the live-action sequence is occurring in near realtime relative to operation of the virtual reality environment.
 17. Themethod of claim 1, wherein the live-action sequence is a recording of acompleted sporting event. 18-29. (canceled)